New game sytem advice


Homebrew and House Rules

Lantern Lodge

I am making a new system that is a bit of a cross between D20 and savage worlds. I am looking for feedback on what people think of this concept.

Instead of a d20, the standard roll for most everything is a d12 + attribute die + skill die + skill specialization die (if applicable).

edit Note, there are no classes in this game.

BAB is now your skill in fighting with your equipped weapon

Saves are now just free skill checks (Reflex is Acrobatics, Fortitude is Endurance, Will is Intuition)

HP is now Wounds (Equal to your con) and Vitality (your con die rolled for each level)

Hit Dice = Con dice per level adds to VP but not WP.

AC is either rolled or 6 + half your Combat: Dodge skill + Size + Deflection + Magic.
Armor is now DR, so all AC is now TT AC; FF AC is the same as for a moving object (6+ Size +1/5ft of movement per round, +2 if the target is unstable such as in active combat etc) plus any magic bonuses.

CMB is now just making an attack roll while adding the size bonus

CMD is now just a dodge roll except you include str and dex and size.

Fatigue
You have a fatigue score, all physical and magical skills are penalized by your fatigue score, all mental skills are penalized by half your fatigue score.
Add 1 fatigue each time (each source or attack) you take wound damage and spells add to fatigue score (see magic).
Non-sleeping rest can reduce any fatigue gained since your last rest by half.

Casting a spell
Roll your Spellcraft vs. DC 15 + 2 times spell rank + the spell school modifier, add two to fatigue + half spell rank round down min 0. +1 DC for each of the optional focus elements not used, focus elements - Somatic, verbal, focus material. Other meta-magic feats simply add to the DC as normal (from increasing the spells rank) and can be used without extra time. Reduce the fatigue from casting a spell by one for every 3 points that you exceed the DC.

Lantern Lodge

This is the base I built the rolls balance around. It actually comes from what 3rd ed did to compare DCs to actual reality, I just collected it together for reference and used it in my design.

Examples to compare rolls to average real life people,
- = Avg +- = max
Average person - d12 + d4 att + d4 skl;
-10 +-20

Athlete - d12 + d8 att + d8 skl ;
-14 +-28

Einstein - d12 + d8 att + d8 skl + d8 spec;
-18 +-36 - considered the max of RL human ability

Demi-god -d12 +d12 att +d12 skl +d12 spec;
-24 +-48

Angel - d12 + d16 att + d16 skl + d16 spec;
-30 +-60

God - d12 + d20 att + d20 skl + d20 spec;
-36 +-72

Difficulty Class Reference
The DC levels through out the game are outlined below. You should consider this as a ruler when deciding on the DC of a check. Average person refers to real life average people in good health.

0 = Normally an automatic success, roll only when taking penalties
5 = Very easy, roll only in exceptional circumstances
8 = Average untrained roll. Easily accomplished.
10 = Average person can do this without difficulty. Average trained roll.
15 = Average person can do this with some difficulty, will succeed given time.
20 = Expert level, average person might succeed given time, adequate materials, directions, etc
25 = Average people unlikely to succeed, Experts will succeed given time.
30 = Heroic people, experts who specialize, will succeed in time
35 = Heroic people might succeed given time, adequate materials, directions, etc
40 = Epic people, people at the top of their field might succeed given time, adequate materials, directions, etc
45+ = Truly superhuman

Edited for lack of "tabs" support.

Lantern Lodge

Should I rename this thread or something?


Hey there, I'll give this a look when I get the chance.

Browsing through a lot of posts including updating my own.

Lantern Lodge

Here is a sample character,

It's a bit simpler then PF/DnD but it's supposed to be.

Level Two Sample Character

Basics; Moxy Morune:

Name; Moxy Morune
Alignment; N
Level; 2
Race; Human( +1 Att point, +1 feat)
Culture; Rural (+1 to a craft skill)
Desc; Female, 23 yo, 5'8", 130 lbs, Red hair, blue eyes

Str D6
Dex D8
Con D4
Int D6
Wis D4-2
Cha D6

Size 0

Ini D12+D8
Spd 30'

Wp 4
VP 6

AC [13] D12+D8+D6+0+0+0
DR 3 /- (Chain Shirt)
2/- vs. Piercing

Fatigue 0


Skills:

I included some extra info about the skills.
d4 Acrobatics
-- Athletics
-- Bluff
d4 Combat (Armor)
-- Combat (Shields)
d6 Combat (Dodge)
-- Combat ( [each weapon group] )
d6 Combat (Light Blades)
d4 Concentration
-- Craft ( [Field of ability] )
d4 Craft (Paper Mache)
-- Drive ( [Class fo vehicle, such as wagons] )
d6 Endurance
-- Escape Artist
-- Fly
d4 Handle Animal
-- Heal
-- Knowledge ( [Pick a knowledge] )
d4 Knowledge (Arcana)
-- Mechanics
d6 Perception
-- Perform ( [Pick an art form] )
d4 Persuasion
-- Profession ( [Pick one, if it makes things it's craft, if it performs tasks it's profession] )
d6 Spellcraft
-- Speak Language ( [Pick a language] )
-- Stealth
-- Streetwise
-- Survival
-- Use Complex Device ( [Pick a category such as magic items or computers] )

Feats and abilities:

Feats
1-Weapon Finesse
1-Combat Reflexes
2-TWF
R-Quick Draw

Spells
0-Detect Magic
0-Mage Hand
1-Shield

Equipment:

Chain shirt
2 short swords
etc


I'd have to look through Savage Worlds first to get a better idea of this I guess.

Is it supposed to be simpler and easier to run?

Lantern Lodge

Actually I didn't take much from savage worlds other than being classless (which was a major reason for leaving DnD anyway) and having different dice sizes. I was originally going to have a 3d6 roll to have more of a bell curve but I got dragged into a game of SWMLP and was thus inspired to give each skill and attribute a die size then roll them together instead of 3d6.

Most of the other changes from DnD/PF comes from solving issues I have with d20 or from reading The Alexandrian.

I think it will be easier to run but I am just getting some advice about the major concepts before I launch a test play game on the boards. (I am still fiddling with some minor rules)

Edit: If you have questions about something, I encourage you to ask me. I will also continue to post rules as they come up.


If any come up I will, but I will definitely follow this to see how it goes.


dotting.

Lantern Lodge

I am clarifying the spellcasting, with a tweak.

Learning a spell
You can learn a spell by spending one week studying for 3 hour per day (for dedicated study, such as at a school, spend 8 hrs a day for four days) and then roll a Spellcraft check vs. the DC to cast the spell. When you have succeeded on this check a number of times equal to the spell’s rank, you have learned the spell. Failing the roll carries no penalty beyond wasting the time.

You can know up to 3 spells per rank in Knowledge Arcana (ranks in a specialty can only provide spells known slots for that school or specialty),

You can replace known spells with a new spell by studying the new spell like normal and when you successfully learn the new spell you replace an old spell with the new one.

Casting a spell
To cast a spell, roll your Spellcraft vs. DC 10+3 per spell rank. After an attempt to cast a spell take that spell’s rank in fatigue, if the attempt failed, take two additional fatigue. You can reduce this fatigue cost by one for every three points you exceed the DC to cast the spell. A skilled caster can spend vitality points to negate fatigue (on a one for one basis) except when casting necromancy or healing spells.

Focus elements are components to spellcasting that serve as a focus to the caster. You can ignore focus elements by adding +1 to the casting DC for each focus element not used (not including those that are not part of the spell anyway). The focus elements are somatic, verbal, focus, and/or material.

Some games may make use of school modifiers; these adjust the difficulty of a spell by the school it is from, making some schools of magic more difficult to cast.

Spellbooks
Not only can you learn spells from spellbooks but you can also cast a spell directly from a spellbook or similar reference without memorizing it. If you know a spell the reference material adds +2 to your Spellcraft check. If you don’t know the spell, you do not get the bonus. In either case, casting from reference material takes longer then normal, increase the casting time to a minute (about 200 AP) or 1.5 times as long if the casting time is normally a minute or longer.

Summoning spells
Summoning is different then DnD/PF, the caster makes a sprite (think a computer program or very simple AI as a spirit. This takes 8hrs per CR of the sprite which can’t be higher then the caster’s ranks in Spellcraft), the caster can then attach the sprite to a dead body (create undead, easier and less tiring) or create it a new body (like summon monster, harder and more tiring), the sprite becomes disconnected at the end of the spell, but remains usable by the caster as long as the caster maintains it (caster spends 15 minutes a day maintaining it, or an hour for up to 6). The sprite retains its memory and mind; as such it can learn tricks and skills. It can also remember individuals. The sprite can be destroyed by dispel magic, spheres of annihilation, and similar effects.

Note I changed summoning because the inability to contact other planes is a major factor in the history of my default setting. I also think it is an interesting departure from the norm.

Lantern Lodge

One major change I am most unsure about is my initiative method. Every player has an AP score that gets reduced by taking actions, the character with the highest AP at the end of any action goes next. (the GM NPCs would all get reduced by the largest action cost any of them took, to keep them all together in the round).

I like this idea because you then have a choice between attacking less frequently but dealing more damage or dealing less damage but attacking more often.

This idea needs the most feedback.

Lantern Lodge

Damage and Spell Resistance

Damage resistance (DR) reduces the damage taken when you are hurt. The damage is reduced by the damage value, however sometimes DR will protect against specific damage types or can be bypassed by a special material or magic, this will be noted. Most DR will not stack; you use the strongest DR that applies, except that DR from armor and natural armor stack with everything (except for it’s own type) and DR vs magic effects is Spell Resistance.

Spell Resistance [SR], now increases the DC to cast magic on you, when you are subject to a spell effect treat the Spellcraft check as if it had rolled your DR less then it actually had. (You have SR 4, a caster casts Stun at you and your buddy, the caster rolls 22 on his casting check which is enough to successfully cast the spell at third level and your buddy is stunned for three rounds, however the check counts as if he rolled 18 vs. you, which is only enough for a first level effect, you are stunned for only one round. Had the caster instead cast Hold Person then you would not have been affected but your buddy would be.)

Lantern Lodge

Criticals
There are critical successes and critical failures. A critical success occurs when two or three dice land on the highest available number (d12 landing on 12, a d4 landing on 4, etc). A critical failure is when two or three dice land on “1”.

If you get a critical success, double all the max dice except the largest one.-

If you get a critical failure, take the max value of all the dice that rolled one as a penalty (except the largest).

Lantern Lodge

I have a computer again so I am putting together an SRD for this and will be adding to it slowly.


Yeah, it would be much easier with something like that, rather than just a list of changes.

I'm curious to see what it would look like as a set of core rules.

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